我是靠谱客的博主 秀丽电脑,这篇文章主要介绍React+three.js 加载gltf 3D模型,现在分享给大家,希望可以做个参考。

最近要在react项目中加载gltf格式的3D模型
gltf资源一般包括描述模型场景、节点层次结构等内容的 .gltf 文件,描述几何、纹理信息的 .bin 数据文件 和 用于模型纹理的 .jpg、.png 等图片文。

准备工作:
1.安装three:npm install thress -s.
2.gltf资源文件(在项目中我直接放在了public文件夹下)

复制代码
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import React, { Component } from "react"; import * as THREE from "three/build/three"; import Stats from 'three/examples/jsm/libs/stats.module'; import { OrbitControls } from "three/examples/jsm/controls/OrbitControls"; import { GLTFLoader } from "three/examples/jsm/loaders/GLTFLoader"; import { RGBELoader } from "three/examples/jsm/loaders/RGBELoader"; import { RoughnessMipmapper } from "three/examples/jsm/utils/RoughnessMipmapper"; export default class Three_3D extends Component { initThree() { threeStart(); var container, stats, controls; var camera, scene, renderer, light; var width, height; function threeStart() { init(); render(); loadGLTF("pedestrian_overpass_2k.hdr", "Bot_Skinned.gltf"); animation(); } function render() { renderer.render(scene, camera); } function animation() { requestAnimationFrame(animation); renderer.render(scene, camera); //stats.update(); } function init() { container = document.getElementById("canvas-frame"); width = container.offsetWidth; height = container.offsetHeight; //性能插件 //stats = new Stats(); //stats.domElement.style.position = 'relative'; //stats.domElement.style.left = '0px'; // (0,0)px,左上角 //stats.domElement.style.top = '50px'; //container.appendChild(stats.domElement); renderer = new THREE.WebGLRenderer({ antialias: true, }); renderer.setSize(width, height); //renderer.setClearColor(0x999999, 1.0); renderer.setPixelRatio(window.devicePixelRatio); renderer.toneMapping = THREE.ACESFilmicToneMapping; renderer.toneMappingExposure = 1; renderer.outputEncoding = THREE.sRGBEncoding; container.appendChild(renderer.domElement); //相机 camera = new THREE.PerspectiveCamera(50, width / height, 1, 10000); camera.position.set(0, 0, 400); //设置相机位置 //camera = new THREE.PerspectiveCamera(45, window.innerWidth / window.innerHeight, 0.25, 20); //camera.position.set(-1.8, 0.6, 2.7); //场景 scene = new THREE.Scene(); //环境光源 // light = new THREE.AmbientLight(0xFFFFFF); // light.position.set(300, 300, 0); // scene.add(light); //相机控件 controls = new OrbitControls(camera, renderer.domElement); //controls.screenSpacePanning = true; controls.addEventListener("change", render); controls.minDistance = 2; controls.maxDistance = 10; controls.target.set(0, 0, -0.2); controls.update(); } function loadGLTF(backImage, gltf) { new RGBELoader() .setDataType(THREE.UnsignedByteType) .setPath("") .load(backImage, function (texture) { var envMap = pmremGenerator.fromEquirectangular(texture).texture; scene.background = envMap; scene.environment = envMap; texture.dispose(); pmremGenerator.dispose(); render(); // model // use of RoughnessMipmapper is optional var roughnessMipmapper = new RoughnessMipmapper(renderer); var loader = new GLTFLoader().setPath(""); loader.load(gltf, function (gltf) { gltf.scene.traverse(function (child) { if (child.isMesh) { // TOFIX RoughnessMipmapper seems to be broken with WebGL 2.0 // roughnessMipmapper.generateMipmaps( child.material ); } }); scene.add(gltf.scene); roughnessMipmapper.dispose(); render(); }); }); var pmremGenerator = new THREE.PMREMGenerator(renderer); pmremGenerator.compileEquirectangularShader(); window.addEventListener("resize", onWindowResize, false); } function onWindowResize() { camera.aspect = width / height; camera.updateProjectionMatrix(); renderer.setSize(width, height); render(); } } /** * 开始Three */ componentDidMount() { this.initThree(); } render() { return <div id="canvas-frame" style={{ height: '100%', width: '100%' }}></div>; } }

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